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Terraforming project available in build list when no improvable tile is present?

Posted on Saturday, September 17, 2016

I'm guessing that this 'bug' is at core By Design because I only see it on worlds that are around 20+ at colonization. Sometimes on those worlds one of the lower get-new-tile techs will never be usable but still clutters the project list.

Ideally, I'd prefer to see all the techs always usable on all worlds. At least if it is to be kept simple.

Alternatively, I'd like a properly complicated terraforming schema that clearly factored in base world parameters such that while some weaker techs might be unusable on some worlds, but stronger ones might be usable more than once on others--perhaps via dependency on another tech such as a World Mastery one. Might also work in dependencies on manufacturing or power techs, so that tiny worlds can develop into the 12-17 range in the late game when things like Quantuum Power Plants are in play.